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Everything posted by isupreme
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I was just thinking there might be a server for us furries..... Or am i seeing things? >requests password
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This is kinda strange, but.... With all that is going on i have been indulging in feeling nostalgic about my memories of living in New York City. .. I like listening to the sounds of a busy city .... If you like to play along... Put on the above New York Jazz track and then put this track on at a reduced level .... The video pic is kinda nice if you ever lived in queens... I am looking for better tracks but so far this one is not bad.....
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Two power Images. This last one comes from a news story i read. The priests were using this bot instead of a human. I Laughed so loud! and took the pic. But now when ever i see it i feel blessed. Odd...
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ive always liked seeing Quinc3y's name on the screen cause i used to live in Quincy Illinois.
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puddi puddi
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I know it will NOT be a popular opinion. But i really do wish the game had a bit more build up in the early stages. New gamers might get more invested in the fight. Experienced players might be less likely to cry out! Arty Party! We dooooomed. A lost harvester might be countered. { now i enjoy early rushes as much as anyone... but... maybe the game would be better with a bit more early basic fighting ...} ?
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yeah. i know we can remove them. I don't understand why it is a mechanic that exists. How hard is it to vote in a commander?
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The commander should always result from the team's voice, from their vote. In this very important way, the players have an opportunity to express their knowledge of each other and the situation. This is a Very Important dynamic in the game's culture. Why do teams sometimes get commanders by default/automatic? I assume there is a reason, but I'm thinking the commander role is too important to be assigned by default. It should be the voice of the players that speaks not the voice of some automatic programmed decision.
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I cant get this out of my head.....
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Tell me how that building died. Unless i'm missing something, right now when builldings get destroyed, as a player the only way i have of knowing just how it happened - is to see it or some one tells me when i ask. Knowing just WTF! happened, is CRITICAL to building my narrative/storyline of events in the game. ( Storyline leads to epic events awareness leads to good times and fun) Could the game please tell me how builidings die? Surely the information is already calculated. Share it with us. If the Barracks died by c4, if the refinery died from mrls, if a freakin chem dude killed power. Tell us. tell us all.....
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I'm kinda liking the idea of linking it to veterancy. That information is already calculated and provided to players on another screen... Putting it on the battlefield would help new players intuit the game. " Maybe i shouldn't a stood in front of that Veteran MRLS....." and additional VP is a reasonable reward.
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Something visible to players, an enticement. Not a cross hair but something that suggests difference. In some ways ofc it would suck to be a Highlighted target.. as a frequent support healer i can feel the bullets already, but the game would have more dynamics and narrative. An effort to push forward or defend might be more easily understood by players. The motivation to pursue a difficult objective could be increased. ? maybe this is just another version of my desire to see bounties placed on players. It just seems like there should be more ways for players to cooperate in the face of difficulties in the fight. ON second thought.. its probably a bad idea. ...
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Enable the game to Automatically create Enhanced Targets of Value. When a player exceeds a certain k/d ratio When a player is supporting the hell out of the team. When a player is racking up huge building damage. Can you take the heat?
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This thread reminds me that what i think we need is a Target range. You know... a place where you can try out your various weaponry against a variety of targets (hopefully moving). Total respect 07 :
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that pipeline spot is very hard on GDI. yeah there was a lot of crying today.....
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i guess this is kinda in keeping with the Memorabilia theme. I won this because my system was so slow that players would quit rather than play me in multiplayer. o0!
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I really appreciate this detailed explanation of things.
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For like the last week i have been having trouble. For several days i could not. Then lately i can sometimes. But mostly i cant. I can join other servers. Poop. i am being forced to play World of Tanks! o0
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I know what i would Like to See in a commander..... The ability to gauge the battle and promote a Variety of strategies according to the situation. Not just always rockets meet for rush. Leading thru watching the action and supporting player efforts. Not yelling at me, or spamming or insulting me. Sharing command when it helps a rush. Not ignoring chat information about current actions. Protect and Utilize the Harvester. Not forgetting about it for very long.
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i had that happen the first time but not after that...
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nope. well... probably, but i get so freaking focused on the action when times get tight that I am not looking at their name. o0 I think the term is Tunneling. When you get close to the goal you tend to block out other inputs. Which ofc is why communications in this game is so important. Both in game and out. Support Anti Tank Mines TRiGGeR RadiuS Today! AT Guild.forever
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Please. O Please. Can this new mining graphic be applied to AT mines Too??!! That would be so awesome. When i buy AT mine character i can see where fellow team have placed and where gaps exist.
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ahh.. i guess i will have to give that a try sometime
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another horrible idea: mines don't work in enemy buildings? Do players mine in enemy buildings in any current strategies?
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Do i understand this correctly? A proximity mine has two zones it considers and one is tied to a timer of some length? What length of time? How to the two areas compare?